[quote who="DsRaider" reply="34" id="3049878"] re dropping the name[/quote] I agree. There's no scenario where we're dropping the name Elemental as that's the world. The original plan was that we'd have Elemental: War of Magic and later Elemental: War of Magic II and so on. And then there'd later be an RPG called Elemental: . While Elemental had a rocky start, it is, by no means, the first title to suffer that way or worse. &
Frogboy
[quote who="Grizzyloins" reply="35" id="3049894"]Elemental: War of Magic - The story of a man wanting to make his dream game but fell short Elemental: Fallen Enchantress - The story of a man that wanted to build his dream game, fell short, got p*ssed, & did anything & everything to ensure it happened this time around including: hiring on @4x the crew, having no deadlines, & near limitless funds dedicated to it &nb
[quote who="Sanati" reply="27" id="3049823"] To be clear I wasn't talking about gameplay, like I said I'd have to play to be sure, but on the surface you can not deny the "games" look nearly identical. It's not "similar art styles."[/quote] No, that's what I mean. Until your post, it didn't seem the games look identical. I look at the two and see them visually different. That's why I'm glad I wrote this post and that you responded because it helps us g
Very tough since I have a very short memory. Total Annihilation came out in the 90s. Baldur's Gate II? When did that come out?
[quote who="Sanati" reply="8" id="3049590"]I'd really have to play it to know for sure. From what I've seen in screens and videos it essentially looks like a WoM mod. It's the same core game, the same major assets, the same layout, it's just been modded a bit (or a lot) with some alternate gameplay rules and some new spells and monsters. Basically if you look at FE screens next to WoM screens, you can't really tell the difference, other than some purple terrain and some UI
[quote who="Lord Xia" reply="25" id="3049359"] Not the random weak farmers with unpronounceable names in WoM. [/quote] Hey, the random name generator was a pretty neat technology. Replacing with a human, even if he is a fantasy author, still reminds me that it's not a computer generated name. ;)
Overall, it's a lot less than WOM. It's just that it requires Pixel Shader 3. But this choice along with Lord CodeCritter's magic has resulted in the game being 2 orders of magnitude faster. I get 60fps in the debugger.
[quote who="Alstein" reply="9" id="3049441"]Also, Brad only sleeps 2-3 hrs a day , so he has plenty of time to do other stuff. Some folks are like that. I often can get by on 3 hrs of sleep a day myself.[/quote] There is actually a medical condition named for this which I can't recall. I like to sleep I just don't seem to need it. But if you are on Kaas City, join us!
SWTOR won't affect the BETA date for Fallen Enchantress. ...it might affect the release date. But hey, how many years was Minecraft in beta?
The ultimate dream is to require players to sever their own digits and send them in to play. But in the meantime, I'll settle for paying $X per month. I'm having crazy fun at this game.
Re promises: I make none. :) Re champions: Depends on the build. Back in the early part of December they were so weak that they were pointless. I think they got over compensated. That's part of the balance we have to strike.
[quote who="coreimpulse" reply="451" id="3043381"] People here continue to refer to Steamworks like it´s the only gamer data platform, when there´s stuff like openfeint, game center and such. Those services work like Steamworks.[/quote] I look forward to your game that uses them.
Ok. Know how to do it now. Pacov's in. Sent invite to Ahblaka.
[quote who="mqpiffle" reply="46" id="3046613"]I think trading with resources would be simple and useful, if not necessary. IE: I need metal and I have plenty of gold. My ally needs gold and has an abundance of metal. We trade one for the other. Why is this so difficult or unsavory?[/quote] "Need" is a 3 month coding process, minimum otherwise you'd just have players exploiting it. I've written this kind o
Re ganging up: It's the same thing we had in GalCiv. If a player is going on a rampage, the other players will notice and either suck up to you if they think that'll work (join you) or try to get strength in numbers to resist you. Same thing happens if it were someone else. It's not like Civ or whatever where everyone just hates whoever is winning. If you're playing a FFA game and one guy is knocking everyone else down one by one, whatcha gonn
[quote who="Edwin99" reply="28" id="3047358"] Quoting Frogboy, reply 24My AI's instead are designed to evaluate data and then generate their own reactionary based strategy. Often times, gameplay exploits are found by the AI before players ever learn of them. I will be looking forward to seeing the XML code for this. When I played WOM I would always go for a co-ordinated production/research strategy to secure victory - be it archer focused, melee focus
I've added you guys as friends. I'm not sure how one adds someone to the guild without actually being near them.
Your opinions on WOM pretty much mirror mine. At a certain point, we could either spend millions revamping WOM which, no matter what, is a tainted title or we could make a really good sequel and give it to our WOM pre-order group for free. We chose the latter. ;)
[quote who="Cauldyth" reply="17" id="3047013"] The AI could totally wreck me. My sovereign is out exploring and his champion and armed units is 2 tiles away from my capital. This is the kind of thing that game AI coding has to take into account. Post-release, I can do what I did with GalCiv and let modders add in “Bastard AI” but there’s no way I’ll get to it prior to release. Or probably not anyway. And besides, would that be fun? Most people would just rel
[quote who="TheProgress" reply="19" id="3047126"]Programming question for you Brad regarding the tactical AI: Given the turn based nature of FE, would it be a possibility (in theory, I know you can't rework everything at this point) to adopt a more brutish, chess-like approach for the AI? Where the AI literally builds a tree of all possible outcomes for (let's say) 3 turns in advance and then selects the best move based off difficulty mode and perhaps some random
[quote who="Edwin99" reply="23" id="3047322"]Does the AI always follow the same strategy for expansion, research and production?[/quote] No. That would require scripting. The AI's I make are different than the standard way of making computer game AI. Most games rely on scripts of various kinds. Look for a condition (trigger) and perform a script. My AI's instead are designed to evaluate data and then generate their own reactionary based strategy
[quote] It only makes sense that since Derek has joined the team, FE has gone more the way of CIV IV which is awesome, but it's been done before and with a lot more polish/detail. Enough rambling, time for work. I'm looking forward to this game a lot and wish everyone involved the best of luck!/[quote] The difference here is that if you want a summoned army you would probably need to recruit the right combination of champions. In FE, it's hard
[quote who="OneLion" reply="60" id="3046193"]Thanks for the update, I'm eager to test Fallen Enchantress since I'm still vastly discontent with WOM (simply still too many bugs/crashes - yes I'm on 1.4). However the lack of different resources scares the crap out of me. I'll see how it goes but to me it looks a bit dumped down, I enjoy a wide variety of resources so I can specialize my towns and everything (I always have research, arcane and money t
The big problem it's really having is effective use of magic. There's a lot of coding to be done still in the tactical battle arena. And when that gets done, there's diplomacy and better use of research.
The challenge is always getting it to perform well without actually scripting. You don't want an IF THEN otherwise it'll fall apart if we mod it or if the values change or the gameplay changes. The other thing you don't see here is that there aren't a lot of units. These are small maps where even I'm running around alone at times. Most of the time, the AI does have other units with it.